<resource xmlns:datacite="http://datacite.org/schema/kernel-4">
<creators>
<creator>
<creatorName nameType="Personal">Ran Peleg</creatorName>
<givenName>Ran</givenName>
<familyName>Peleg</familyName>
</creator>
<creator>
<creatorName nameType="Personal">Neta Shaby</creatorName>
<givenName>Neta</givenName>
<familyName>Shaby</familyName>
</creator>
</creators>
<titles>
<title>Solving educational escape room games</title>
<title titleType="Subtitle">Group strategies and talk about educational content</title>
</titles>
<publisher>Department für  Kunst- und Kulturwissenschaften, Universität für Weiterbildung Krems</publisher>
<publicationYear>2025</publicationYear>
<descriptions>
<description descriptionType="Other">Escape rooms are a popular genre of physical games that have recently entered educa-
tional contexts. In these games, groups of players work together to complete a mis-
sion and/or escape from a particular situation. Despite their growing popularity, there
is still limited research on the learning processes that occur within this environment.
This study explores the learning experiences of participants in an educational escape
game by examining the strategies adopted by different groups of players and the ex-
tent to which they discuss the educational content during gameplay. An educational
science escape room was played by 24 MSc students at a UK university. The students
were divided into groups, and each group was video recorded during the gameplay.
The recordings were analysed to identify the strategies used by each group and to
quantify the amount of science-related talk that occurred while solving the puzzles.
Five types of strategies were identified: seeking, individual leadership, doing, collab-
orating, and working without a clear strategy. Analysis of the video data also revealed
how much time was spent discussing the scientific content. Overall, none of the
groups engaged extensively in science-related discussion. The “doing” strategy led to
the fastest puzzle completion, whereas collaboration produced the most science talk.
The paper concludes by discussing the implications of these findings and suggesting
future directions for research on educational escape rooms.</description>
</descriptions>
<resourceType resourceTypeGeneral="Text">PDFDocument</resourceType>
<language>eng</language>
<dates>
<date dateType="Created">2025-11-06T13:09:24.332696Z</date>
<date dateType="Issued">2025-11-06</date>
</dates>
<subjects>
<subject>Escape room</subject>
<subject>game-based learning</subject>
<subject>informal science education</subject>
</subjects>
<sizes>
<size>528879 b</size>
</sizes>
<formats>
<format>application/pdf</format>
</formats>
<rightsList>
<rights rightsURI="http://creativecommons.org/licenses/by-nc/4.0/">http://creativecommons.org/licenses/by-nc/4.0/</rights>
</rightsList>
</resource>
